Beispiel #1
0
		/// <summary>
		/// Returns whether the spell can be casted (true) or if immunity of the target prevents it (false)
		/// </summary>
		public static bool CheckImmune(Unit target, Spell spell, bool hostile)
		{
			if (spell.Mechanic != SpellMechanic.None &&
						hostile == spell.Mechanic.IsNegative() &&
						((spell.Mechanic == SpellMechanic.Invulnerable_2 || spell.Mechanic == SpellMechanic.Invulnerable) &&
						!spell.Attributes.HasFlag(SpellAttributes.UnaffectedByInvulnerability) &&
						(target.IsImmune(SpellMechanic.Invulnerable_2) || target.IsImmune(SpellMechanic.Invulnerable))) ||
						(target.IsImmune(spell.Mechanic) || target.IsImmune(spell.DispelType)))
			{
				return false;
			}
			return true;
		}
Beispiel #2
0
		/// <summary>
		/// Returns whether the given target is immune to the given spell
		/// </summary>
		public static bool IsImmune(Unit target, Spell spell, bool hostile)
		{
			if (
						hostile &&
						spell.Mechanic.IsNegative() &&
						!spell.Attributes.HasFlag(SpellAttributes.UnaffectedByInvulnerability) &&
						(spell.Mechanic == SpellMechanic.Invulnerable_2 || spell.Mechanic == SpellMechanic.Invulnerable) &&
						(
							// immune against spell
							target.IsInvulnerable ||
							target.IsImmune(SpellMechanic.Invulnerable_2) ||
							target.IsImmune(SpellMechanic.Invulnerable) ||
							target.IsImmune(spell.Mechanic) ||
							target.IsImmune(spell.DispelType)
						)
				)
			{
				return true;
			}
			return false;
		}
Beispiel #3
0
		/// <summary>
		/// Indicates whether a spell hit a target or not
		/// </summary>
		public CastMissReason CheckCastHit(Unit target, Spell spell)
		{
			if (Caster.MayAttack(target))
			{
				if (target.IsEvading)
				{
					return CastMissReason.Evade;
				}

				if (!spell.Attributes.Has(SpellAttributes.UnaffectedByInvulnerability) ||
					(target is Character && ((Character)target).Role.IsStaff))
				{
					if (target.IsInvulnerable)
					{
						return CastMissReason.Immune_2;
					}

					var immune = true;
					for (var i = 0; i < spell.Schools.Length; i++)
					{
						var school = spell.Schools[i];
						if (!target.IsImmune(school))
						{
							immune = false;
							break;
						}
					}
					if (immune)
					{
						return CastMissReason.Immune;
					}
				}

				if (target.CheckResist(CasterUnit, target.GetLeastResistant(spell), spell.Mechanic) && !spell.AttributesExB.Has(SpellAttributesExB.CannotBeResisted))
				{
					return CastMissReason.Resist;
				}
			}

			return CastMissReason.None;
		}